Assets and the asset cache should be working when run in grid mode (but needs testing), now just need to implement a local assetserver.

physicsExample
MW 2007-03-05 18:10:21 +00:00
parent b7d9de1b40
commit c1b8283ad1
4 changed files with 263 additions and 86 deletions

View File

@ -27,6 +27,7 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Threading;
using libsecondlife; using libsecondlife;
using libsecondlife.Packets; using libsecondlife.Packets;
using OpenSim; using OpenSim;
@ -37,7 +38,7 @@ namespace OpenSim.Assets
/// <summary> /// <summary>
/// Manages local cache of assets and their sending to viewers. /// Manages local cache of assets and their sending to viewers.
/// </summary> /// </summary>
public class AssetCache : IAssetReceived public class AssetCache : IAssetReceiver
{ {
public Dictionary<libsecondlife.LLUUID, AssetInfo> Assets; public Dictionary<libsecondlife.LLUUID, AssetInfo> Assets;
public Dictionary<libsecondlife.LLUUID, TextureImage> Textures; public Dictionary<libsecondlife.LLUUID, TextureImage> Textures;
@ -45,10 +46,11 @@ namespace OpenSim.Assets
public List<AssetRequest> AssetRequests = new List<AssetRequest>(); //assets ready to be sent to viewers public List<AssetRequest> AssetRequests = new List<AssetRequest>(); //assets ready to be sent to viewers
public List<AssetRequest> TextureRequests = new List<AssetRequest>(); //textures ready to be sent public List<AssetRequest> TextureRequests = new List<AssetRequest>(); //textures ready to be sent
public List<AssetRequest> RequestedAssets = new List<AssetRequest>(); //Assets requested from the asset server public Dictionary<LLUUID, AssetRequest> RequestedAssets = new Dictionary<LLUUID, AssetRequest>(); //Assets requested from the asset server
public List<AssetRequest> RequestedTextures = new List<AssetRequest>(); //Textures requested from the asset server public Dictionary<LLUUID, AssetRequest> RequestedTextures = new Dictionary<LLUUID, AssetRequest>(); //Textures requested from the asset server
private IAssetServer _assetServer; private IAssetServer _assetServer;
private Thread _assetCacheThread;
/// <summary> /// <summary>
/// ///
@ -57,6 +59,9 @@ namespace OpenSim.Assets
{ {
_assetServer = assetServer; _assetServer = assetServer;
_assetServer.SetReceiver(this); _assetServer.SetReceiver(this);
this._assetCacheThread = new Thread( new ThreadStart(RunAssetManager));
this._assetCacheThread.IsBackground = true;
this._assetCacheThread.Start();
} }
/// <summary> /// <summary>
@ -64,8 +69,10 @@ namespace OpenSim.Assets
/// </summary> /// </summary>
private void RunAssetManager() private void RunAssetManager()
{ {
//should be running in its own thread
this.ProcessAssetQueue(); this.ProcessAssetQueue();
this.ProcessTextureQueue(); this.ProcessTextureQueue();
Thread.Sleep(100);
} }
/// <summary> /// <summary>
@ -79,7 +86,6 @@ namespace OpenSim.Assets
return; return;
} }
int num; int num;
//should be running in its own thread but for now is called by timer
if(this.TextureRequests.Count < 5) if(this.TextureRequests.Count < 5)
{ {
@ -157,12 +163,36 @@ namespace OpenSim.Assets
} }
} }
public void AssetReceived(AssetBase asset) public void AssetReceived(AssetBase asset, bool IsTexture)
{ {
//check if it is a texture or not //check if it is a texture or not
//then add to the correct cache list //then add to the correct cache list
//then check for waiting requests for this asset/texture (in the Requested lists) //then check for waiting requests for this asset/texture (in the Requested lists)
//and move those requests into the Requests list. //and move those requests into the Requests list.
if(IsTexture)
{
TextureImage image = new TextureImage(asset);
this.Textures.Add(image.FullID, image);
if(this.RequestedTextures.ContainsKey(image.FullID))
{
AssetRequest req = this.RequestedTextures[image.FullID];
req.ImageInfo = image;
this.RequestedTextures.Remove(image.FullID);
this.TextureRequests.Add(req);
}
}
else
{
AssetInfo assetInf = new AssetInfo(asset);
this.Assets.Add(assetInf.FullID, assetInf);
if(this.RequestedAssets.ContainsKey(assetInf.FullID))
{
AssetRequest req = this.RequestedAssets[assetInf.FullID];
req.AssetInf = assetInf;
this.RequestedAssets.Remove(assetInf.FullID);
this.AssetRequests.Add(req);
}
}
} }
public void AssetNotFound(AssetBase asset) public void AssetNotFound(AssetBase asset)
@ -187,16 +217,34 @@ namespace OpenSim.Assets
// so request from asset server // so request from asset server
AssetRequest request = new AssetRequest(); AssetRequest request = new AssetRequest();
request.RequestUser = userInfo; request.RequestUser = userInfo;
request.RequestImage = requestID; request.RequestAssetID = requestID;
this.AssetRequests.Add(request); request.TransferRequestID = transferRequest.TransferInfo.TransferID;
this._assetServer.RequestAsset(requestID); this.RequestedAssets.Add(requestID,request);
this._assetServer.RequestAsset(requestID, false);
return; return;
} }
//it is in our cache //it is in our cache
AssetInfo info = this.Assets[requestID]; AssetInfo asset = this.Assets[requestID];
//work out how many packets it should be sent in //work out how many packets it should be sent in
// and add to the AssetRequests list // and add to the AssetRequests list
AssetRequest req = new AssetRequest();
req.RequestUser = userInfo;
req.RequestAssetID = requestID;
req.TransferRequestID = transferRequest.TransferInfo.TransferID;
req.AssetInf = asset;
if(asset.Data.LongLength>600)
{
//over 600 bytes so split up file
req.NumPackets = 1 + (int)(asset.Data.Length-600+999)/1000;
}
else
{
req.NumPackets = 1;
}
this.AssetRequests.Add(req);
} }
/// <summary> /// <summary>
@ -204,6 +252,77 @@ namespace OpenSim.Assets
/// </summary> /// </summary>
private void ProcessAssetQueue() private void ProcessAssetQueue()
{ {
if(this.AssetRequests.Count == 0)
{
//no requests waiting
return;
}
int num;
if(this.AssetRequests.Count < 5)
{
//lower than 5 so do all of them
num = this.AssetRequests.Count;
}
else
{
num=5;
}
AssetRequest req;
for(int i = 0; i < num; i++)
{
req=(AssetRequest)this.AssetRequests[i];
TransferInfoPacket Transfer = new TransferInfoPacket();
Transfer.TransferInfo.ChannelType = 2;
Transfer.TransferInfo.Status = 0;
Transfer.TransferInfo.TargetType = 0;
Transfer.TransferInfo.Params = req.RequestAssetID.GetBytes();
Transfer.TransferInfo.Size = (int)req.AssetInf.Data.Length;
Transfer.TransferInfo.TransferID = req.TransferRequestID;
req.RequestUser.OutPacket(Transfer);
if(req.NumPackets == 1)
{
TransferPacketPacket TransferPacket = new TransferPacketPacket();
TransferPacket.TransferData.Packet = 0;
TransferPacket.TransferData.ChannelType = 2;
TransferPacket.TransferData.TransferID=req.TransferRequestID;
TransferPacket.TransferData.Data = req.AssetInf.Data;
TransferPacket.TransferData.Status = 1;
req.RequestUser.OutPacket(TransferPacket);
}
else
{
//more than one packet so split file up , for now it can't be bigger than 2000 bytes
TransferPacketPacket TransferPacket = new TransferPacketPacket();
TransferPacket.TransferData.Packet = 0;
TransferPacket.TransferData.ChannelType = 2;
TransferPacket.TransferData.TransferID=req.TransferRequestID;
byte[] chunk = new byte[1000];
Array.Copy(req.AssetInf.Data,chunk,1000);
TransferPacket.TransferData.Data = chunk;
TransferPacket.TransferData.Status = 0;
req.RequestUser.OutPacket(TransferPacket);
TransferPacket = new TransferPacketPacket();
TransferPacket.TransferData.Packet = 1;
TransferPacket.TransferData.ChannelType = 2;
TransferPacket.TransferData.TransferID = req.TransferRequestID;
byte[] chunk1 = new byte[(req.AssetInf.Data.Length-1000)];
Array.Copy(req.AssetInf.Data, 1000, chunk1, 0, chunk1.Length);
TransferPacket.TransferData.Data = chunk1;
TransferPacket.TransferData.Status = 1;
req.RequestUser.OutPacket(TransferPacket);
}
}
//remove requests that have been completed
for(int i = 0; i < num; i++)
{
this.AssetRequests.RemoveAt(i);
}
} }
@ -223,15 +342,17 @@ namespace OpenSim.Assets
//not is cache so request from asset server //not is cache so request from asset server
AssetRequest request = new AssetRequest(); AssetRequest request = new AssetRequest();
request.RequestUser = userInfo; request.RequestUser = userInfo;
request.RequestImage = imageID; request.RequestAssetID = imageID;
this.TextureRequests.Add(request); request.IsTextureRequest = true;
this._assetServer.RequestAsset(imageID); this.RequestedTextures.Add(imageID, request);
this._assetServer.RequestAsset(imageID, true);
return; return;
} }
TextureImage imag = this.Textures[imageID]; TextureImage imag = this.Textures[imageID];
AssetRequest req = new AssetRequest(); AssetRequest req = new AssetRequest();
req.RequestUser = userInfo; req.RequestUser = userInfo;
req.RequestImage = imageID; req.RequestAssetID = imageID;
req.IsTextureRequest = true;
req.ImageInfo = imag; req.ImageInfo = imag;
if(imag.Data.LongLength>600) if(imag.Data.LongLength>600)
@ -253,12 +374,14 @@ namespace OpenSim.Assets
public class AssetRequest public class AssetRequest
{ {
public OpenSimClient RequestUser; public OpenSimClient RequestUser;
public LLUUID RequestImage; public LLUUID RequestAssetID;
public AssetInfo AssetInf; public AssetInfo AssetInf;
public TextureImage ImageInfo; public TextureImage ImageInfo;
public LLUUID TransferRequestID;
public long DataPointer = 0; public long DataPointer = 0;
public int NumPackets = 0; public int NumPackets = 0;
public int PacketCounter = 0; public int PacketCounter = 0;
public bool IsTextureRequest;
//public bool AssetInCache; //public bool AssetInCache;
//public int TimeRequested; //public int TimeRequested;
@ -289,6 +412,16 @@ namespace OpenSim.Assets
{ {
} }
public AssetInfo(AssetBase aBase)
{
Data= aBase.Data;
FullID = aBase.FullID;
Type = aBase.Type;
InvType = aBase.InvType;
Name= aBase.Name;
Description = aBase.Description;
}
} }
public class TextureImage : AssetBase public class TextureImage : AssetBase
@ -297,6 +430,16 @@ namespace OpenSim.Assets
{ {
} }
public TextureImage(AssetBase aBase)
{
Data= aBase.Data;
FullID = aBase.FullID;
Type = aBase.Type;
InvType = aBase.InvType;
Name= aBase.Name;
Description = aBase.Description;
}
} }
} }

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@ -26,6 +26,10 @@
*/ */
using System; using System;
using System.Net;
using System.Net.Sockets;
using System.IO;
using System.Threading;
using libsecondlife; using libsecondlife;
using OpenSim.Assets; using OpenSim.Assets;
@ -36,40 +40,125 @@ namespace OpenSim.GridServers
/// </summary> /// </summary>
public class LocalAssetServer : IAssetServer public class LocalAssetServer : IAssetServer
{ {
private IAssetReceiver _receiver;
private BlockingQueue<ARequest> _assetRequests;
public LocalAssetServer() public LocalAssetServer()
{ {
this._assetRequests = new BlockingQueue<ARequest>();
} }
public void SetReceiver(IAssetReceived receiver) public void SetReceiver(IAssetReceiver receiver)
{ {
this._receiver = receiver;
} }
public void RequestAsset(LLUUID assetID)
public void RequestAsset(LLUUID assetID, bool isTexture)
{ {
ARequest req = new ARequest();
req.AssetID = assetID;
req.IsTexture = isTexture;
this._assetRequests.Enqueue(req);
} }
public void UpdateAsset(AssetBase asset) public void UpdateAsset(AssetBase asset)
{ {
} }
public void UploadNewAsset(AssetBase asset) public void UploadNewAsset(AssetBase asset)
{ {
} }
private void RunRequests()
{
while(true)
{
}
}
}
public class RemoteAssetServer : IAssetServer
{
private IAssetReceiver _receiver;
private BlockingQueue<ARequest> _assetRequests;
private Thread _remoteAssetServerThread;
public RemoteAssetServer()
{
this._assetRequests = new BlockingQueue<ARequest>();
this._remoteAssetServerThread = new Thread(new ThreadStart(RunRequests));
this._remoteAssetServerThread.IsBackground = true;
this._remoteAssetServerThread.Start();
}
public void SetReceiver(IAssetReceiver receiver)
{
this._receiver = receiver;
}
public void RequestAsset(LLUUID assetID, bool isTexture)
{
ARequest req = new ARequest();
req.AssetID = assetID;
req.IsTexture = isTexture;
this._assetRequests.Enqueue(req);
}
public void UpdateAsset(AssetBase asset)
{
}
public void UploadNewAsset(AssetBase asset)
{
}
private void RunRequests()
{
while(true)
{
//we need to add support for the asset server not knowing about a requested asset
ARequest req = this._assetRequests.Dequeue();
LLUUID assetID = req.AssetID;
Console.WriteLine(" RemoteAssetServer- Got a AssetServer request, processing it");
WebRequest AssetLoad = WebRequest.Create(OpenSim_Main.cfg.AssetURL + "getasset/" + OpenSim_Main.cfg.AssetSendKey + "/" + assetID + "/data");
WebResponse AssetResponse = AssetLoad.GetResponse();
byte[] idata = new byte[(int)AssetResponse.ContentLength];
BinaryReader br = new BinaryReader(AssetResponse.GetResponseStream());
idata = br.ReadBytes((int)AssetResponse.ContentLength);
br.Close();
AssetBase asset = new AssetBase();
asset.FullID = assetID;
asset.Data = idata;
_receiver.AssetReceived(asset, req.IsTexture );
}
}
} }
public interface IAssetServer public interface IAssetServer
{ {
void SetReceiver(IAssetReceived receiver); void SetReceiver(IAssetReceiver receiver);
void RequestAsset(LLUUID assetID); void RequestAsset(LLUUID assetID, bool isTexture);
void UpdateAsset(AssetBase asset); void UpdateAsset(AssetBase asset);
void UploadNewAsset(AssetBase asset); void UploadNewAsset(AssetBase asset);
} }
// could change to delegate // could change to delegate?
public interface IAssetReceived public interface IAssetReceiver
{ {
void AssetReceived(AssetBase asset); void AssetReceived(AssetBase asset, bool IsTexture);
void AssetNotFound(AssetBase asset); void AssetNotFound(AssetBase asset);
} }
public struct ARequest
{
public LLUUID AssetID;
public bool IsTexture;
}
} }

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@ -40,6 +40,7 @@ using libsecondlife;
using libsecondlife.Packets; using libsecondlife.Packets;
using OpenSim.world; using OpenSim.world;
using OpenSim.GridServers; using OpenSim.GridServers;
using OpenSim.Assets;
using PhysicsSystem; using PhysicsSystem;
namespace OpenSim namespace OpenSim
@ -53,6 +54,7 @@ namespace OpenSim
public static SimConfig cfg; public static SimConfig cfg;
public static World local_world; public static World local_world;
public static Grid gridServers; public static Grid gridServers;
public static AssetCache assetCache;
//private static Thread MainListener; //private static Thread MainListener;
//private static Thread PingRespponder; //private static Thread PingRespponder;
public static Socket Server; public static Socket Server;
@ -101,6 +103,7 @@ namespace OpenSim
LoginServer loginServer = new LoginServer(OpenSim_Main.gridServers.GridServer); LoginServer loginServer = new LoginServer(OpenSim_Main.gridServers.GridServer);
loginServer.Startup(); loginServer.Startup();
} }
assetCache = new AssetCache(OpenSim_Main.gridServers.AssetServer);
sim.Startup(); sim.Startup();
while(true) { while(true) {
@ -191,12 +194,12 @@ namespace OpenSim
{ {
if(sandbox) if(sandbox)
{ {
this.AssetServer =(IAssetServer) new LocalAssetServer(); this.AssetServer =(IAssetServer) new LocalAssetServer(); //assets not implemented yet
this.GridServer =(IGridServer) new LocalGridServer(); this.GridServer =(IGridServer) new LocalGridServer();
} }
else else
{ {
this.AssetServer =(IAssetServer) new LocalAssetServer(); //assets not implemented yet this.AssetServer =(IAssetServer) new RemoteAssetServer(); //assets not implemented yet
this.GridServer =(IGridServer) new RemoteGridServer(); this.GridServer =(IGridServer) new RemoteGridServer();
} }
} }

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@ -52,7 +52,6 @@ namespace OpenSim
private Thread ClientThread; private Thread ClientThread;
private EndPoint userEP; private EndPoint userEP;
private BlockingQueue<QueItem> PacketQueue; private BlockingQueue<QueItem> PacketQueue;
private BlockingQueue<TransferRequestPacket> AssetRequests;
private Dictionary<uint, uint> PendingAcks = new Dictionary<uint, uint>(); private Dictionary<uint, uint> PendingAcks = new Dictionary<uint, uint>();
private Dictionary<uint, Packet> NeedAck = new Dictionary<uint, Packet>(); private Dictionary<uint, Packet> NeedAck = new Dictionary<uint, Packet>();
private System.Timers.Timer AckTimer; private System.Timers.Timer AckTimer;
@ -79,59 +78,6 @@ namespace OpenSim
} }
} }
public void AssetLoader() {
/*
Console.WriteLine("OpenSimClient.cs:AssetLoader() - Starting new thread");
TransferRequestPacket reqPacket = AssetRequests.Dequeue();
Console.WriteLine("OpenSimClient.cs:AssetLoader() - Got a request, processing it");
LLUUID AssetID = new LLUUID(reqPacket.TransferInfo.Params, 0);
WebRequest AssetLoad = WebRequest.Create(OpenSim_Main.cfg.AssetURL + "getasset/" + OpenSim_Main.cfg.AssetSendKey + "/" + AssetID + "/data");
WebResponse AssetResponse = AssetLoad.GetResponse();
byte[] idata = new byte[(int)AssetResponse.ContentLength];
BinaryReader br = new BinaryReader(AssetResponse.GetResponseStream());
idata = br.ReadBytes((int)AssetResponse.ContentLength);
br.Close();
TransferInfoPacket Transfer = new TransferInfoPacket();
Transfer.TransferInfo.ChannelType = 2;
Transfer.TransferInfo.Status = 0;
Transfer.TransferInfo.TargetType = 0;
Transfer.TransferInfo.Params = reqPacket.TransferInfo.Params;
Transfer.TransferInfo.Size = (int)AssetResponse.ContentLength;
Transfer.TransferInfo.TransferID = reqPacket.TransferInfo.TransferID;
OutPacket(Transfer);
TransferPacketPacket TransferPacket = new TransferPacketPacket();
TransferPacket.TransferData.Packet = 0;
TransferPacket.TransferData.ChannelType = 2;
TransferPacket.TransferData.TransferID=reqPacket.TransferInfo.TransferID;
if(AssetResponse.ContentLength>1000) {
byte[] chunk = new byte[1000];
Array.Copy(idata,chunk,1000);
TransferPacket.TransferData.Data = chunk;
TransferPacket.TransferData.Status = 0;
OutPacket(TransferPacket);
TransferPacket = new TransferPacketPacket();
TransferPacket.TransferData.Packet = 1;
TransferPacket.TransferData.ChannelType = 2;
TransferPacket.TransferData.TransferID = reqPacket.TransferInfo.TransferID;
byte[] chunk1 = new byte[(idata.Length-1000)];
Array.Copy(idata, 1000, chunk1, 0, chunk1.Length);
TransferPacket.TransferData.Data = chunk1;
TransferPacket.TransferData.Status = 1;
OutPacket(TransferPacket);
} else {
TransferPacket.TransferData.Status = 1;
TransferPacket.TransferData.Data = idata;
OutPacket(TransferPacket);
}
AssetResponse.Close();
*/
}
public void ProcessInPacket(Packet Pack) { public void ProcessInPacket(Packet Pack) {
ack_pack(Pack); ack_pack(Pack);
switch(Pack.Type) { switch(Pack.Type) {
@ -147,11 +93,8 @@ namespace OpenSim
break; break;
case PacketType.TransferRequest: case PacketType.TransferRequest:
//Console.WriteLine("OpenSimClient.cs:ProcessInPacket() - Got transfer request"); //Console.WriteLine("OpenSimClient.cs:ProcessInPacket() - Got transfer request");
// We put transfer requests into a big queue and then spawn a thread for each new one TransferRequestPacket transfer = (TransferRequestPacket)Pack;
//TransferRequestPacket transfer = (TransferRequestPacket)Pack; OpenSim_Main.assetCache.AddAssetRequest(this, transfer);
//AssetRequests.Enqueue(transfer);
//Thread AssetLoaderThread = new Thread(new ThreadStart(AssetLoader));
//AssetLoaderThread.Start();
break; break;
case PacketType.AgentUpdate: case PacketType.AgentUpdate:
ClientAvatar.HandleUpdate((AgentUpdatePacket)Pack); ClientAvatar.HandleUpdate((AgentUpdatePacket)Pack);
@ -373,7 +316,6 @@ namespace OpenSim
cirpack = initialcirpack; cirpack = initialcirpack;
userEP = remoteEP; userEP = remoteEP;
PacketQueue = new BlockingQueue<QueItem>(); PacketQueue = new BlockingQueue<QueItem>();
AssetRequests = new BlockingQueue<TransferRequestPacket>();
AckTimer = new System.Timers.Timer(500); AckTimer = new System.Timers.Timer(500);
AckTimer.Elapsed += new ElapsedEventHandler(AckTimer_Elapsed); AckTimer.Elapsed += new ElapsedEventHandler(AckTimer_Elapsed);
AckTimer.Start(); AckTimer.Start();